Stars
A High Performance Compute Shader Based Mesh Pathtracer in Unity3d without RT Cores
Piccolo (formerly Pilot) – mini game engine for games104
A collection of inspiring resources related to engineering management and tech leadership
VorteGrid: Interactive Fluid Simulation for Games and Movies
Source code for SIGGRAPH Asia 2021 paper "Fast Volume Rendering with Spatiotemporal Reservoir Resampling"
This OpenGL/Vulkan sample illustrates the use of "mesh shaders" for rendering CAD models.
GPUProfiler - Understand your application and workflow resource requirements
💡 Experimental real-time global illumination renderer 🦀
⚓ 我的游戏程序员生涯的读书笔记合辑。你可以把它看作一个加强版的Blog。涉及图形学、实时渲染、编程实践、GPU编程、设计模式、软件工程等内容。Keep Reading , Keep Writing , Keep Coding.
[maintenance mode] A low-overhead Vulkan-like GPU API for Rust.
A multi core friendly rigid body physics and collision detection library. Written in C++. Suitable for games and VR applications. Used by Horizon Forbidden West.
A Vulkan sample that demonstrates a Rasterization and Ray Tracing Hybrid Rendering Pipeline.
Easy to use custom allocators in a single-header, public domain C/C++ library
vulkan abstraction layer that represent frame as a task graph
EntityX - A fast, type-safe C++ Entity-Component system
Zmeya is a header-only C++ binary serialization library designed for games and performance-critical applications
A hybrid thread / fiber task scheduler written in C++ 11
Visual Studio Extension for C++ struct memory layout visualization
Custom memory allocators in C++ to improve the performance of dynamic memory allocation
